@dreadwood-types/types 0.1.45 → 0.1.46

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Files changed (77) hide show
  1. package/dist/areaTransitions.d.ts +1 -1
  2. package/dist/areaTransitions.d.ts.map +1 -1
  3. package/dist/areaTransitions.js +18 -2
  4. package/dist/areaTransitions.js.map +1 -1
  5. package/dist/bank.d.ts +2 -1
  6. package/dist/bank.d.ts.map +1 -1
  7. package/dist/bank.js +2 -1
  8. package/dist/bank.js.map +1 -1
  9. package/dist/blacksmithing.d.ts +16 -1
  10. package/dist/blacksmithing.d.ts.map +1 -1
  11. package/dist/blacksmithing.js +221 -0
  12. package/dist/blacksmithing.js.map +1 -1
  13. package/dist/bloodRiver.d.ts +115 -0
  14. package/dist/bloodRiver.d.ts.map +1 -0
  15. package/dist/bloodRiver.js +252 -0
  16. package/dist/bloodRiver.js.map +1 -0
  17. package/dist/brokenRoad.d.ts +103 -0
  18. package/dist/brokenRoad.d.ts.map +1 -0
  19. package/dist/brokenRoad.js +167 -0
  20. package/dist/brokenRoad.js.map +1 -0
  21. package/dist/capital.d.ts +270 -0
  22. package/dist/capital.d.ts.map +1 -0
  23. package/dist/capital.js +306 -0
  24. package/dist/capital.js.map +1 -0
  25. package/dist/clientConfig.d.ts +34 -2
  26. package/dist/clientConfig.d.ts.map +1 -1
  27. package/dist/clientConfig.js +26 -2
  28. package/dist/clientConfig.js.map +1 -1
  29. package/dist/constants.d.ts +131 -5
  30. package/dist/constants.d.ts.map +1 -1
  31. package/dist/constants.js +291 -8
  32. package/dist/constants.js.map +1 -1
  33. package/dist/dreadwoodsZones.d.ts +15 -1
  34. package/dist/dreadwoodsZones.d.ts.map +1 -1
  35. package/dist/dreadwoodsZones.js +63 -0
  36. package/dist/dreadwoodsZones.js.map +1 -1
  37. package/dist/equipment.d.ts +16 -1
  38. package/dist/equipment.d.ts.map +1 -1
  39. package/dist/equipment.js +61 -0
  40. package/dist/equipment.js.map +1 -1
  41. package/dist/groundItems.d.ts +5 -0
  42. package/dist/groundItems.d.ts.map +1 -1
  43. package/dist/groundItems.js +11 -1
  44. package/dist/groundItems.js.map +1 -1
  45. package/dist/index.d.ts +4 -0
  46. package/dist/index.d.ts.map +1 -1
  47. package/dist/index.js +4 -0
  48. package/dist/index.js.map +1 -1
  49. package/dist/landmarks.d.ts +537 -108
  50. package/dist/landmarks.d.ts.map +1 -1
  51. package/dist/landmarks.js +755 -103
  52. package/dist/landmarks.js.map +1 -1
  53. package/dist/messages.d.ts +103 -10
  54. package/dist/messages.d.ts.map +1 -1
  55. package/dist/messages.js +4 -0
  56. package/dist/messages.js.map +1 -1
  57. package/dist/mineCave.d.ts +71 -0
  58. package/dist/mineCave.d.ts.map +1 -0
  59. package/dist/mineCave.js +39 -0
  60. package/dist/mineCave.js.map +1 -0
  61. package/dist/mining.d.ts +16 -5
  62. package/dist/mining.d.ts.map +1 -1
  63. package/dist/mining.js +24 -5
  64. package/dist/mining.js.map +1 -1
  65. package/dist/travel.d.ts +21 -0
  66. package/dist/travel.d.ts.map +1 -1
  67. package/dist/travel.js +23 -3
  68. package/dist/travel.js.map +1 -1
  69. package/dist/woodwork.d.ts +103 -12
  70. package/dist/woodwork.d.ts.map +1 -1
  71. package/dist/woodwork.js +214 -17
  72. package/dist/woodwork.js.map +1 -1
  73. package/dist/xp.d.ts +7 -0
  74. package/dist/xp.d.ts.map +1 -1
  75. package/dist/xp.js +7 -0
  76. package/dist/xp.js.map +1 -1
  77. package/package.json +1 -1
@@ -51,13 +51,139 @@ export declare const HOPE_BEACH_LANDING: {
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  readonly z: number;
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  };
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  /**
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- * Where Branson's ship puts you ashore at the Frozen Shore: on the snow just
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- * inside the west cliff rim, beside the iced-in jetty that stands on it.
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+ * BRANSON'S LANDING
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+ *
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+ * Branson's port on the Frozen Shore: a bay cut into the west crags level
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+ * with the Frozen Lake, a snow-dusted plank pier running nineteen tiles out
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+ * over the water to a landing head, his mate Oskar on the shore beside the
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+ * sailings board, the ship moored along the head's south side, and a hut up
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+ * on the rocky shelf north of the pier foot. It used to be a placeholder
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+ * jetty on the crag line; a nine-tile cove and a seven-tile pier replaced it
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+ * on 2026-09-17, and the same evening James found that cramped (the board
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+ * readable from one side, everything on top of everything else), so the
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+ * bay was opened up to twenty tiles, the pier lengthened out into it and
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+ * the shore spread out, with the Frozen Lake moved east to make the room
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+ * (see backend bransonsLanding.ts).
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+ *
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  * World tiles (the north pad is part of the world grid, so no toWorldZ).
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+ * FROZEN_LAKE_CENTER is declared further down; its z is 236.
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+ */
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+ /** The two rows of the pier walk, and the columns it runs over. */
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+ export declare const BRANSONS_LANDING_PIER_MIN_Z = 236;
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+ export declare const BRANSONS_LANDING_PIER_MAX_Z = 237;
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+ /** The seaward end of the walk (the head's west column) and its foot on the shore. */
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+ export declare const BRANSONS_LANDING_PIER_MIN_X = 3;
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+ export declare const BRANSONS_LANDING_PIER_FOOT_X = 21;
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+ /** The 4x4 landing head at the seaward end, a row wider than the walk each side. */
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+ export declare const BRANSONS_LANDING_HEAD_MAX_X = 6;
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+ export declare const BRANSONS_LANDING_HEAD_MIN_Z = 235;
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+ export declare const BRANSONS_LANDING_HEAD_MAX_Z = 238;
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+ /** Where the gangplank leaves the head for the ship: the head's south row. */
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+ export declare const BRANSONS_LANDING_GANGPLANK: {
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+ readonly x: 4;
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+ readonly z: 238;
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+ };
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+ /**
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+ * The ship, lying east-west along the head's south side with its bow to the
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+ * open sea. `face270` turns the SailShip's +z bow onto -x; the `landingship`
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+ * token picks the shorter hull.
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+ */
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+ export declare const BRANSONS_LANDING_SHIP: {
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+ readonly x: 6;
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+ readonly z: 241;
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+ };
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+ export declare const BRANSONS_LANDING_SHIP_STYLE = "landingship-face270";
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+ /**
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+ * The hull's tile footprint (all bay water), blocked so nothing paths under
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+ * it. Eleven long and four wide about the anchor: the bow a tile in from the
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+ * world's edge, the stern under the walk.
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+ */
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+ export declare const BRANSONS_LANDING_SHIP_HULL: {
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+ readonly minX: 1;
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+ readonly maxX: 11;
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+ readonly minZ: 239;
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+ readonly maxZ: 243;
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+ };
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+ /**
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+ * Bay water by row: the columns from the rim water (x 0-1) east that the
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+ * bay opens up. Rounded at both ends, twenty wide along the pier.
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  */
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+ export declare const BRANSONS_LANDING_COVE_ROWS: ReadonlyArray<{
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+ z: number;
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+ maxX: number;
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+ }>;
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+ /** The rim rows the bay replaces: the west rim loop places no crag on these. */
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+ export declare const BRANSONS_LANDING_COVE_MIN_Z = 224;
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+ export declare const BRANSONS_LANDING_COVE_MAX_Z = 251;
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+ /** Everything the landing owns, for the scenery sweep and the discovery zone. */
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+ export declare const BRANSONS_LANDING_WORKS: {
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+ readonly minX: 0;
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+ readonly maxX: 34;
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+ readonly minZ: 220;
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+ readonly maxZ: 255;
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+ };
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+ /** Oskar, Branson's mate, on the shore a step off the pier foot, facing the boards. */
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+ export declare const BRANSONS_LANDING_OSKAR: {
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+ readonly x: 22;
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+ readonly z: 235;
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+ readonly faceX: 21;
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+ readonly faceZ: 235;
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+ };
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+ /** The sailings board, up the apron from Oskar with room to walk round it. */
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+ export declare const BRANSONS_LANDING_BOARD: {
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+ readonly x: 26;
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+ readonly z: 233;
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+ };
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+ /** The hut on the shelf north of the pier foot, its door to the south, and the steps down. */
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+ export declare const BRANSONS_LANDING_HUT: {
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+ readonly x: 27;
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+ readonly z: 228;
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+ };
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+ export declare const BRANSONS_LANDING_HUT_LANTERN: {
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+ readonly x: 28;
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+ readonly z: 230;
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+ };
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+ export declare const BRANSONS_LANDING_STEPS: readonly [{
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+ readonly x: 27;
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+ readonly z: 230;
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+ }, {
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+ readonly x: 27;
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+ readonly z: 231;
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+ }];
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+ /** The shelf the hut stands on, its ledge row, and the apron the pier leaves from. */
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+ export declare const BRANSONS_LANDING_SHELF_HEIGHT = 3;
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+ export declare const BRANSONS_LANDING_LEDGE_Z = 230;
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+ export declare const BRANSONS_LANDING_APRON: {
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+ readonly minX: 21;
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+ readonly maxX: 33;
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+ readonly minZ: 231;
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+ readonly maxZ: 243;
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+ };
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+ export declare const BRANSONS_LANDING_APRON_HEIGHT = 1;
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+ /** A lantern post on the apron, south of the walk, and the stores stacked by the board. */
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+ export declare const BRANSONS_LANDING_APRON_LANTERN: {
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+ readonly x: 24;
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+ readonly z: 240;
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+ };
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+ /** Ice floes on the bay water, clear of the ship and the pier. */
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+ export declare const BRANSONS_LANDING_FLOES: ReadonlyArray<{
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+ x: number;
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+ z: number;
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+ scale: number;
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+ }>;
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+ /** True for a cove water tile (the rim water at x 0-1 is water on every row anyway). */
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+ export declare function isBransonsLandingCoveTile(x: number, z: number): boolean;
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+ /** True for a plank of the pier: the two-row walk out from the foot, and the head. */
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+ export declare function isBransonsLandingDeckTile(x: number, z: number): boolean;
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+ /** Kept for the rim loop and older callers: the crag line the bay now cuts through. */
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+ export declare const FROZEN_SHORE_JETTY: {
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+ readonly x: 2;
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+ readonly z: 237;
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+ };
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+ /** Where a voyage puts you ashore: the pier's foot plank, on the landing side. */
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  export declare const FROZEN_SHORE_LANDING: {
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- readonly x: 5;
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- readonly z: 109;
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+ readonly x: 21;
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+ readonly z: 237;
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  };
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  /**
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  * First smashed span, about a third of the way out - far enough that the walk
@@ -81,6 +207,44 @@ export declare const HOPE_PIER_WIDE_HALF_W = 2;
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  /** The moored ship, off the seaward corner of the branch. */
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  export declare const HOPE_PIER_SHIP_X: number;
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  export declare const HOPE_PIER_SHIP_Z: number;
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+ /**
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+ * The west spur: the smelt stage and its storage hut.
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+ *
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+ * It leaves the MIDDLE deck, not the shore-side walk, because the smelt water
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+ * is here, past the first smashed span, and the bank the hut opens is meant to
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+ * share that gate: plank gap 1 and both the fishing and the strongbox are
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+ * yours. It runs WEST because the ship already has the east, and two spurs off
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+ * one side would read as a second landing stage rather than a fishing stage.
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+ *
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+ * The spur is exactly the middle deck's three rows, so it reads as the deck
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+ * continuing sideways rather than a corridor bolted onto it. The hut block
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+ * hangs off the spur's south side and its door opens north onto the spur's
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+ * south row; the hut's own 7x7 stands on decking laid the same way, so nothing
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+ * inside it is ever open sea.
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+ */
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+ export declare const HOPE_PIER_SPUR_Z: number;
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+ export declare const HOPE_PIER_SPUR_HALF_W = 1;
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+ export declare const HOPE_PIER_SPUR_MAX_X: number;
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+ export declare const HOPE_PIER_SPUR_MIN_X: number;
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+ export declare const HOPE_PIER_HUT_X: number;
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+ export declare const HOPE_PIER_HUT_Z: number;
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+ /**
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+ * 3.5 lands in the radius-3 footprint bracket (see buildingScaleBracketRadius):
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+ * a 7x7 wall ring, two tiles smaller each way than Base Camp's, because a
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+ * 9x9 hut would be wider than the stage it stands on.
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+ */
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+ export declare const HOPE_PIER_HUT_SCALE = 3.5;
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+ export declare const HOPE_PIER_HUT_RADIUS = 3;
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+ /** The strongbox stands two rows behind the hut centre, as at Base Camp. */
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+ export declare const HOPE_PIER_HUT_CHEST_DZ = 2;
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+ /**
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+ * The pier banker stands one row behind the centre: behind the counter (which
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+ * straddles the seam between the centre row and his), in front of the chest.
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+ * The centre row itself is where the door portal drops a player, so nothing
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+ * may stand on it.
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+ */
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+ export declare const HOPE_PIER_BANKER_DZ = 1;
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+ export declare const HOPE_PIER_BANKER_NAME = "Bursar Finch";
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  /**
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  * Saul's tackle pitch: on the sand beside the pier ramp, west of the lane so
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  * he never stands in the way of the walk out. He faces the pier.
@@ -93,24 +257,42 @@ export declare const SAUL_SPAWN_X: number;
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  */
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  export declare const SAUL_SPAWN_Z: number;
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  /**
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- * Smelt water beside the Long Pier: past the first smashed span and short of
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- * the sea bass, which hold past the second. Two off the middle deck, one off
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- * the walk either side of it. Each sits two tiles from the nearest plank, the
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- * ordinary fishing range, so the cast is made from the deck.
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+ * The pier's fish, smelt markers and sea bass alike, hold PIER_FISH_MIN_OFF_DECK
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+ * to PIER_CAST_MAX_TILES off the nearest plank (pierDeckDistance: the walk,
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+ * the head, the decks, the branch, the spur and the hut block all count), and
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+ * a cast goes straight to the fish. The old model anchored the smelt markers
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+ * two tiles off the planks and sent the line to a random tile out from the
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+ * angler, so a click on one marker cast somewhere else entirely (James: "it
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+ * casted to a completely different location"). Now the marker IS the fish
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+ * and the line lands on it.
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+ *
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+ * Four, not three: three left two tiles of water between the rail and the
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+ * fish, which from the game camera still read as a fish beside the pier.
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+ * PIER_CAST_MAX_TILES is also how far an angler may stand from the fish.
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  */
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- export declare const HOPE_PIER_SMELT_SPOTS: readonly [{
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- readonly x: number;
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- readonly z: number;
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- }, {
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- readonly x: number;
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- readonly z: number;
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- }, {
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- readonly x: number;
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- readonly z: number;
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- }, {
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- readonly x: number;
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- readonly z: number;
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- }];
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+ export declare const PIER_FISH_MIN_OFF_DECK = 4;
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+ export declare const PIER_CAST_MAX_TILES = 10;
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+ /**
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+ * Smelt markers out in the pier's smelt band at once, each on a tile the
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+ * backend draws at random (collectPierSmeltTiles) and redraws on the lake
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+ * timer and after every catch.
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+ */
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+ export declare const HOPE_PIER_SMELT_SPOT_COUNT = 5;
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+ /**
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+ * Chebyshev tiles around HOPE_PIER_SHIP_X/Z no pier fish may sit in. The
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+ * moored ship has a one-tile footprint but its hull mesh covers a few tiles
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+ * each way, so a smelt marker or a bass inside this square would be on deck.
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+ */
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+ export declare const HOPE_PIER_SHIP_KEEP_OUT = 4;
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+ /**
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+ * Chebyshev distance from (x, z) to the nearest lane tile: the walk, the head,
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+ * the middle deck, the east branch and the west spur with its hut block. A
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+ * bounded ring scan over onHopePierLane rather than a closed form, so it stays
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+ * right when the next spur is added. Returns 0 on the lane; capped at `limit`
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+ * (returned as limit + 1 when nothing is nearer), which keeps the scan cheap
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+ * for the callers that only care about the fish band of a dozen tiles.
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+ */
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+ export declare function pierDeckDistance(x: number, z: number, limit?: number): number;
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  export type HopePierGap = 1 | 2;
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  /** Tiles either side of the centre line at this row. Wider over the two decks. */
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  export declare function hopePierHalfWidthAt(z: number): number;
@@ -118,6 +300,13 @@ export declare function hopePierHalfWidthAt(z: number): number;
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  export declare function hopePierBranchHalfWidthAt(x: number): number;
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  /** The east spur out to the moored ship. */
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  export declare function onHopePierBranch(x: number, z: number): boolean;
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+ /**
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+ * The west spur off the middle deck, and the hut block hanging off its south
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+ * side. The hut's 7x7 counts as lane because it is decking too: the deck
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+ * builder rails every lane tile whose neighbour is not lane, and a rail line
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+ * running under the hut walls would poke out through them.
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+ */
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+ export declare function onHopePierSpur(x: number, z: number): boolean;
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  export declare function onHopePierLane(x: number, z: number): boolean;
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  /**
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  * The one tile of a smashed span that carries the work, and once planked the
@@ -167,17 +356,53 @@ export declare function isBaseCampCaveMouthStyle(style: string | undefined): boo
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  /** Small lookout beyond the Base Camp tunnel, reached only after clearing Livonia. */
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  export declare const BASECAMP_FAR_SIDE_X: number;
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  export declare const BASECAMP_FAR_SIDE_LOCAL_Z = 26;
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+ /**
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+ * How far north the whole battlefield front line sits from the farm.
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+ *
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+ * The south palisade used to stand one tile off No Harm Farm's own north
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+ * fence, so a player walked out of the farm gate straight into a war. Every
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+ * absolute Z on the pad is written as its original survey number put through
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+ * `bfZ`, which keeps the internal layout - lake, camps, cabbage rows, the
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+ * bridge span, the Captain's parade ground - exactly as it was designed and
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+ * moves the whole thing as one piece.
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+ *
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+ * The ceiling on this number is the lake, not the farm. The water sheet runs
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+ * on east through the corridor south of the Dreadwoods, whose own south edge
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+ * is DEADLANDS_MAX_Z (639); the wall returns need a band between the two. At
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+ * 18 the lake's north bank lands at 648, leaving that corridor 9 tiles deep
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+ * with the returns still reaching it. Push much past this and the lake starts
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+ * eating the Dreadwoods' south wall.
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+ *
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+ * Declared up here, ahead of the Amazon Trail and Calverton, because the two
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+ * lake rows are the datum both of them are measured from: the trail ends on
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+ * the south shore and the town stands back from the north shore.
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+ */
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+ export declare const BATTLEFIELD_NORTH_SHIFT = 18;
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+ /**
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+ * Lake between soldier (south / farmward) and goblin (north) camps.
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+ * Water blocks walking; the battlefield crossing is the long bridge once repaired.
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+ * Thick N-S band on the pad, then the same Z band continues east through the
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+ * corridor south of the Deadlands, past the west-face enclave, until it meets
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+ * the SE high-rock row.
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+ */
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+ export declare const BATTLEFIELD_LAKE_MIN_Z: number;
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+ export declare const BATTLEFIELD_LAKE_MAX_Z: number;
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  /**
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  * The Amazon Trail - the long, tree-lined path leading north out of the Rat
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  * Tunnel far-side exit (the Rat Tunnel is "the Amazonian cave": rats, then the
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  * amazons of Room 3, then Livonia). It runs straight north up the eastern
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- * margin of the world, east of the Dreadwoods, and crosses the Battlefield lake
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- * on a raised dirt causeway - carveLakeTile already keeps a Dirt lane and its
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- * shoulders dry where a road meets the water, so no bridge entity is needed.
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+ * margin of the world, east of the Dreadwoods, to the Battlefield lake's
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+ * south shore. There the road bends east along the shore to the Calverton
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+ * bridge, which crosses on the town gate's own axis (CALVERTON_BRIDGE_X).
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+ *
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+ * The lane used to cross the lake itself, on a causeway and then a bridge,
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+ * and land 45 tiles west of the gate with a road along the north bank to
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+ * finish the job. James, standing on the gate approach: "we should come off
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+ * the bridge here instead, it's a better location entering calverton".
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  *
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- * End to end it is AMAZON_TRAIL_LENGTH tiles, which at MOVE_SPEED_TILES_PER_SEC
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- * (3.9) is about a 30 second walk. The far end opens into open ground kept
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- * clear for a later zone.
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+ * End to end the lane is AMAZON_TRAIL_LENGTH tiles, which at
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+ * MOVE_SPEED_TILES_PER_SEC (3.9) is about a 20 second walk; the shore road,
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+ * the bridge and the gate road add about 100 more.
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  */
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  export declare const AMAZON_TRAIL_X: number;
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  export declare const AMAZON_TRAIL_HALF_W = 5;
@@ -185,8 +410,13 @@ export declare const AMAZON_TRAIL_HALF_W = 5;
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  export declare const AMAZON_TRAIL_SHOULDER = 7;
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  /** Just past the exit landing, so the path is already under your feet when you arrive. */
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  export declare const AMAZON_TRAIL_SOUTH_WORLD_Z: number;
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- export declare const AMAZON_TRAIL_LENGTH = 118;
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+ /**
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+ * The lane's last row: the north row of the shore road, one row up the bank
415
+ * from the lake's south shore strip. The two overlap there, which is what
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+ * makes the join read as one road bending rather than two roads meeting.
417
+ */
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  export declare const AMAZON_TRAIL_NORTH_WORLD_Z: number;
419
+ export declare const AMAZON_TRAIL_LENGTH: number;
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  /** True for the walkable lane itself (not the flanking tree bands). */
191
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  export declare function inAmazonTrail(x: number, z: number): boolean;
192
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  /**
@@ -199,8 +429,9 @@ export declare function inAmazonTrail(x: number, z: number): boolean;
199
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  * a walk of about seventeen seconds.
200
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  *
201
431
  * The trail cannot follow it - the south end is pinned to the Rat Tunnel
202
- * far-side exit and the middle is a causeway across a fixed lake - so the last
203
- * stretch of road turns east off the trail head instead. See TOWN_APPROACH_Z.
432
+ * far-side exit and its north end is pinned to the lake's south shore - so the
433
+ * road turns east off the trail head along that shore and crosses on the gate
434
+ * axis instead. See CALVERTON_BRIDGE_X and CALVERTON_SHORE_ROAD_Z.
204
435
  *
205
436
  * Raised from 40 to 45 when the walls widened. The west wall is pinned by the
206
437
  * trail's tree screen, which reaches to x = AMAZON_TRAIL_X + 12: pushing the
@@ -220,7 +451,26 @@ export declare const TOWN_CENTER_X: number;
220
451
  * of masonry with slots cut in it rather than houses with yards.
221
452
  */
222
453
  export declare const TOWN_MIN_X: number;
454
+ /**
455
+ * Grown again on 2026-09-16, 75x63 -> 95x75, east and north only: the west
456
+ * wall is pinned by the trail's tree screen and the south by the trail head.
457
+ * At 75x63 the closest buildings still stood four tiles apart and a shop
458
+ * door opened onto the market stalls; the extra ground goes between them.
459
+ * The main street stays on the trail-head axis, so the town is deeper on
460
+ * its east side.
461
+ */
223
462
  export declare const TOWN_MAX_X: number;
463
+ /**
464
+ * The south wall used to stand two rows off the lake shore, which put the
465
+ * gatehouse beside the water: you stepped off the bridge and were in the
466
+ * town. Pulled north (2 -> 22) so the approach road has a proper leg up from
467
+ * the shore, and the town reads as standing back from the water rather than
468
+ * on it. The fishery keeps its ground (FISHERY_TOWN_GAP).
469
+ *
470
+ * Measured from the bank row the bridge lands on (TOWN_APPROACH_Z), not from
471
+ * the trail: the trail's north end moved to the south shore when the bridge
472
+ * moved onto the gate axis, and the town must not move with it.
473
+ */
224
474
  export declare const TOWN_SOUTH_Z: number;
225
475
  export declare const TOWN_NORTH_Z: number;
226
476
  /** Walkable interior, one tile inside the wall on every side. */
@@ -241,20 +491,37 @@ export declare const TOWN_GATE_X: number;
241
491
  */
242
492
  export declare const TOWN_GATE_HALF_W = 2;
243
493
  /**
244
- * The elbow that carries the trail head east to the south gate.
245
- *
246
- * Sits one row south of the trail's last row, so the two overlap and the join
247
- * reads as one road bending rather than two roads meeting. It runs east at this
248
- * Z to TOWN_GATE_X, then north into the gate throat.
494
+ * The bank row the Calverton bridge lands on: the gate road's last row at
495
+ * town height, one row north of the shore row that carries the ramp down to
496
+ * the deck. The gate road runs from here north into the gate throat.
249
497
  */
250
498
  export declare const TOWN_APPROACH_Z: number;
251
- export declare const TOWN_APPROACH_HALF_W = 1;
499
+ /**
500
+ * The Calverton bridge and the shore road that feeds it.
501
+ *
502
+ * The bridge crosses the lake on the gate axis, five planks wide like the
503
+ * gate road, so a player walks off the deck straight up to the gate. The
504
+ * shore road runs east along the lake's south bank from the trail head to
505
+ * the bridge foot, three tiles wide, its north row being the trail's last
506
+ * row. Both sit inside the sealed trail corridor: the ground south of the
507
+ * lake is walkable from the South area, so the road's south verge and its
508
+ * east end carry the same tree screen as the trail (see the map's trail
509
+ * tree block) or the Rat Tunnel stops being the only way into the East.
510
+ */
511
+ export declare const CALVERTON_BRIDGE_X: number;
512
+ export declare const CALVERTON_BRIDGE_HALF_W = 2;
513
+ export declare const CALVERTON_SHORE_ROAD_Z: number;
514
+ export declare const CALVERTON_SHORE_ROAD_HALF_W = 1;
515
+ /** The deck plus both ramp rows: everything a player stands on between the two banks. */
516
+ export declare function inCalvertonBridge(x: number, z: number): boolean;
517
+ /** The three rows of the shore road, from the trail lane's west edge to the bridge's east edge. */
518
+ export declare function inCalvertonShoreRoad(x: number, z: number): boolean;
252
519
  /**
253
520
  * Main street runs north-south on the town axis; the cross street runs
254
521
  * east-west.
255
522
  *
256
- * The offset from the north wall went 26 -> 40 with the walls, which keeps the
257
- * cross street on the same world row it has always been on. That matters: the
523
+ * The offset from the north wall went 26 -> 40 -> 52 with the walls, which
524
+ * keeps the cross street on the same world row it has always been on. That matters: the
258
525
  * Dreadwoods east gate, its road, and the spider cave track are all cut on this
259
526
  * line, and none of them wanted to move because the town grew a wider north
260
527
  * quarter.
@@ -263,8 +530,8 @@ export declare const TOWN_MAIN_STREET_HALF_W = 2;
263
530
  export declare const TOWN_CROSS_STREET_Z: number;
264
531
  export declare const TOWN_CROSS_STREET_HALF_W = 1;
265
532
  /** Market square, centred where the two streets meet. */
266
- export declare const TOWN_SQUARE_HALF_W = 6;
267
- export declare const TOWN_SQUARE_HALF_D = 4;
533
+ export declare const TOWN_SQUARE_HALF_W = 9;
534
+ export declare const TOWN_SQUARE_HALF_D = 6;
268
535
  export declare const DREADWOODS_EAST_GATE_X: number;
269
536
  export declare const DREADWOODS_EAST_GATE_Z: number;
270
537
  export declare const DREADWOODS_EAST_GATE_HALF_W = 2;
@@ -302,8 +569,21 @@ export declare const FISHERY_MAX_X: number;
302
569
  * country between them, walked on its own road (see the fishery road in
303
570
  * map.ts). There is nothing but empty grass up here: the East runs north to the
304
571
  * sea cliff, and the fishery is still a long way short of it.
572
+ *
573
+ * Reduced 70 -> 50 when the town moved twenty rows north off the lake shore,
574
+ * and 50 -> 38 when the north wall grew twelve rows, on the mistaken note
575
+ * that the fishery's north edge was up against the northern wall's approach.
576
+ * That wall is x 4-239; east of the Dreadwoods there is nothing north of
577
+ * here but open grass for 460 rows to the sea-cliff rim. At 38 the compound
578
+ * started five rows past the town's apron and read as its back yard again.
579
+ *
580
+ * 190 now (James, 2026-09-16: "at least 4-5x further, we need to create
581
+ * space so the game feels natural"). The north fence lands at the foot of
582
+ * the ridge on rows 303-312, so the falls pour off high ground, and the walk
583
+ * from the town gate is about 47 seconds of country road. Anything up to
584
+ * about 490 still fits before the skirt reaches the rim.
305
585
  */
306
- export declare const FISHERY_TOWN_GAP = 70;
586
+ export declare const FISHERY_TOWN_GAP = 190;
307
587
  export declare const FISHERY_SOUTH_Z: number;
308
588
  export declare const FISHERY_NORTH_Z: number;
309
589
  export declare const FISHERY_INNER_MIN_X: number;
@@ -400,9 +680,30 @@ export declare const BOB_SPAWN_Z: number;
400
680
  export declare const ANNES_SPUR_TILES = 12;
401
681
  export declare const ANNES_X: number;
402
682
  export declare const ANNES_HOUSE_LOCAL_Z: number;
403
- export declare const ANNES_ZONE_RX = 12;
683
+ export declare const ANNES_ZONE_RX = 32;
404
684
  export declare const ANNES_ZONE_NORTH = 16;
405
- export declare const ANNES_ZONE_SOUTH = 22;
685
+ export declare const ANNES_ZONE_SOUTH = 40;
686
+ /** Neighbours around Anne's green. Z stays local until world expansion. */
687
+ export declare const ANNES_NEIGHBOUR_HOMES: readonly [{
688
+ readonly name: 'Eldric';
689
+ readonly x: number;
690
+ readonly z: number;
691
+ readonly style: 'cottage-slate';
692
+ }, {
693
+ readonly name: 'Rowan';
694
+ readonly x: number;
695
+ readonly z: number;
696
+ readonly style: 'cottage-moss';
697
+ }, {
698
+ readonly name: 'Mara';
699
+ readonly x: number;
700
+ readonly z: number;
701
+ readonly style: 'cottage-russet';
702
+ }];
703
+ export declare const ANNES_GREEN: {
704
+ readonly x: number;
705
+ readonly z: number;
706
+ };
406
707
  /**
407
708
  * Small vestigial mud alcove right behind the Suspicious hole mouth at Base
408
709
  * Camp - kept only as set dressing for the doorway. The real Rat Tunnel
@@ -629,39 +930,12 @@ export declare const DUNGEON_ROOM_SPAWNS: Record<DungeonRoomId, {
629
930
  * East edge meets the Deadlands west border. The lake continues east of this pad
630
931
  * (see BATTLEFIELD_LAKE_EAST_X).
631
932
  */
632
- /**
633
- * How far north the whole front line sits from the farm.
634
- *
635
- * The south palisade used to stand one tile off No Harm Farm's own north
636
- * fence, so a player walked out of the farm gate straight into a war. Every
637
- * absolute Z on the pad is written as its original survey number put through
638
- * `bfZ`, which keeps the internal layout - lake, camps, cabbage rows, the
639
- * bridge span, the Captain's parade ground - exactly as it was designed and
640
- * moves the whole thing as one piece.
641
- *
642
- * The ceiling on this number is the lake, not the farm. The water sheet runs
643
- * on east through the corridor south of the Dreadwoods, whose own south edge
644
- * is DEADLANDS_MAX_Z (639); the wall returns need a band between the two. At
645
- * 18 the lake's north bank lands at 648, leaving that corridor 9 tiles deep
646
- * with the returns still reaching it. Push much past this and the lake starts
647
- * eating the Dreadwoods' south wall.
648
- */
649
- export declare const BATTLEFIELD_NORTH_SHIFT = 18;
650
933
  export declare const BATTLEFIELD_MIN_X = 10;
651
934
  export declare const BATTLEFIELD_MAX_X: number;
652
935
  export declare const BATTLEFIELD_MIN_WORLD_Z: number;
653
936
  export declare const BATTLEFIELD_MAX_WORLD_Z: number;
654
937
  export declare const BATTLEFIELD_MIN_LOCAL_Z: number;
655
938
  export declare const BATTLEFIELD_MAX_LOCAL_Z: number;
656
- /**
657
- * Lake between soldier (south / farmward) and goblin (north) camps.
658
- * Water blocks walking; the battlefield crossing is the long bridge once repaired.
659
- * Thick N-S band on the pad, then the same Z band continues east through the
660
- * corridor south of the Deadlands, past the west-face enclave, until it meets
661
- * the SE high-rock row.
662
- */
663
- export declare const BATTLEFIELD_LAKE_MIN_Z: number;
664
- export declare const BATTLEFIELD_LAKE_MAX_Z: number;
665
939
  /** Solid southward wall returns join both Dreadwoods corners to the lake bank. */
666
940
  export declare const DEADLANDS_SOUTH_WALL_XS: readonly [number, number];
667
941
  export declare const DEADLANDS_SOUTH_WALL_END_Z: number;
@@ -783,52 +1057,49 @@ export declare function inNorthernGarrison(x: number, z: number): boolean;
783
1057
  * jetty iced in at the east bank and a small shelter where the snowfields
784
1058
  * approach meets the shore. Nothing is fished here yet; it is the place first.
785
1059
  * World coordinates - z already includes WORLD_NORTH_PAD.
1060
+ *
1061
+ * The lake sat at x=32 until 2026-09-17, its west bank six tiles from the
1062
+ * landing's works; it moved twenty-four tiles east so Branson's bay could
1063
+ * open up. Everything on it is placed from the centre; the fixed points
1064
+ * below moved with it.
786
1065
  */
787
1066
  export declare const FROZEN_LAKE_CENTER: {
788
- readonly x: 32;
1067
+ readonly x: 56;
789
1068
  readonly z: 236;
790
1069
  };
791
1070
  export declare const FROZEN_LAKE_RX = 14;
792
1071
  export declare const FROZEN_LAKE_RZ = 12;
793
1072
  /** The level the ice is frozen at; the lowland around it already lies near it. */
794
1073
  export declare const FROZEN_LAKE_ICE_HEIGHT = 0;
795
- /** Holes cut through the ice. The first two have a fisher sitting beside them. */
1074
+ /**
1075
+ * The fishers' holes, one each, cut for good. Every other hole on the lake is
1076
+ * the server's rota of thin-ice spots (see ICE_SPOT_MAX in woodwork.ts), so
1077
+ * nothing else is placed by the generator.
1078
+ */
796
1079
  export declare const FROZEN_LAKE_HOLES: readonly [{
797
- readonly x: 26;
798
- readonly z: 232;
799
- }, {
800
- readonly x: 36;
801
- readonly z: 240;
802
- }, {
803
- readonly x: 22;
804
- readonly z: 238;
805
- }, {
806
- readonly x: 30;
807
- readonly z: 244;
808
- }, {
809
- readonly x: 40;
810
- readonly z: 232;
1080
+ readonly x: number;
1081
+ readonly z: number;
811
1082
  }, {
812
- readonly x: 34;
813
- readonly z: 229;
1083
+ readonly x: number;
1084
+ readonly z: number;
814
1085
  }];
815
1086
  /** Where each fisher sits, and the hole they face. */
816
1087
  export declare const FROZEN_LAKE_FISHERS: readonly [{
817
1088
  readonly name: 'Halvard';
818
- readonly x: 27;
819
- readonly z: 232;
820
- readonly faceX: 26;
821
- readonly faceZ: 232;
1089
+ readonly x: number;
1090
+ readonly z: number;
1091
+ readonly faceX: number;
1092
+ readonly faceZ: number;
822
1093
  }, {
823
1094
  readonly name: 'Ingrid';
824
- readonly x: 36;
825
- readonly z: 241;
826
- readonly faceX: 36;
827
- readonly faceZ: 240;
1095
+ readonly x: number;
1096
+ readonly z: number;
1097
+ readonly faceX: number;
1098
+ readonly faceZ: number;
828
1099
  }];
829
1100
  /** Where the jetty leaves the east bank, and how many tiles it reaches west. */
830
1101
  export declare const FROZEN_LAKE_JETTY: {
831
- readonly x: 45;
1102
+ readonly x: number;
832
1103
  readonly z: 236;
833
1104
  readonly length: 4;
834
1105
  };
@@ -838,14 +1109,14 @@ export declare const FROZEN_LAKE_JETTY: {
838
1109
  * the table and the ice beyond it.
839
1110
  */
840
1111
  export declare const FROZEN_LAKE_BAIT_TABLE: {
841
- readonly x: 46;
842
- readonly z: 243;
1112
+ readonly x: number;
1113
+ readonly z: number;
843
1114
  };
844
1115
  export declare const FROZEN_LAKE_BAIT_MASTER: {
845
- readonly x: 47;
846
- readonly z: 243;
847
- readonly faceX: 46;
848
- readonly faceZ: 243;
1116
+ readonly x: number;
1117
+ readonly z: number;
1118
+ readonly faceX: number;
1119
+ readonly faceZ: number;
849
1120
  };
850
1121
  /** Signed distance to the ice edge in tiles: at or below zero is on the ice. */
851
1122
  export declare function frozenLakeEdgeDistance(x: number, z: number): number;
@@ -915,6 +1186,18 @@ export declare const ICE_PRISON_ENTRY: {
915
1186
  /** Gate styles carry the facing letter first; this tag picks the destination. */
916
1187
  export declare const ICE_PRISON_GATE_IN_STYLE = "n-iceprison";
917
1188
  export declare const ICE_PRISON_GATE_OUT_STYLE = "s-iceprison-out";
1189
+ /**
1190
+ * The rune arch at the hallway's mouth is sealed, and only a Frozen Key opens
1191
+ * it (James, 2026-09-18: the Frozen Hallway needs the Frozen Key to enter).
1192
+ * The style keeps 'sealed' so the asset draws the slab and the footprint
1193
+ * blocks all five tiles; the server passes a keyholder through by teleport,
1194
+ * the way the dungeon gates work, and lets anyone back out.
1195
+ */
1196
+ export declare const FROZEN_HALLWAY_SEAL_STYLE = "n-sealed-hallway";
1197
+ export declare function isFrozenHallwaySealStyle(style: string | undefined): boolean;
1198
+ /** Where the arch puts you: inside the corridor, or back out on the approach. */
1199
+ export declare const FROZEN_HALLWAY_SEAL_INSIDE_DZ = -3;
1200
+ export declare const FROZEN_HALLWAY_SEAL_OUTSIDE_DZ = 3;
918
1201
  /** Where the way out drops you: just south of the hallway's gate. */
919
1202
  export declare const ICE_PRISON_OUTSIDE: {
920
1203
  readonly x: 21;
@@ -955,6 +1238,122 @@ export declare const FROZEN_HALLWAY_SWING = 7;
955
1238
  export declare function frozenHallwayCenterAt(z: number): number;
956
1239
  export declare function frozenHallwayHalfWidthAt(z: number): number;
957
1240
  export declare function inFrozenHallwayCorridor(x: number, z: number): boolean;
1241
+ export type FrozenHallwayMonsterKind = 'crystalskitter' | 'frostrevenant' | 'glaciallurker' | 'icetroll';
1242
+ /**
1243
+ * The ice cavern roster, placed along the hallway in the order a player
1244
+ * meets it (2026-09-20): skitters in the first chamber inside the sealed
1245
+ * arch, revenants either end of the throat, lurkers in the second chamber,
1246
+ * and the troll on the last stretch before the iron gate. Tiles are on the
1247
+ * corridor's centre line offset by `dx`, so they follow the S as the swing
1248
+ * constants change; the builder's props (the fallen pillars, traps and
1249
+ * spire fields sit at other offsets) are skipped by canStand at spawn.
1250
+ * After the constants that frozenHallwayCenterAt reads, or the module
1251
+ * hangs in the TDZ.
1252
+ */
1253
+ export declare const FROZEN_HALLWAY_SPAWNS: ReadonlyArray<{
1254
+ kind: FrozenHallwayMonsterKind;
1255
+ x: number;
1256
+ z: number;
1257
+ }>;
1258
+ /**
1259
+ * The thaw crossing: Frozen east rim into the untouched north-eastern
1260
+ * kingdom along DEADLANDS_MIN_X. The north sea comes in through the sea
1261
+ * cliff as a rock-walled inlet AT SEA LEVEL; one waterfall drops it into a
1262
+ * gorge cut below the land, and the low river runs south under the spans to
1263
+ * the battlefield lake. Three east spans are personal woodwork repairs.
1264
+ * World coordinates. Rains' first crossing is (230, 49).
1265
+ *
1266
+ * Heights: the sea and the inlet are 0, the river floor is THAW_GORGE_FLOOR_H
1267
+ * at the fall's foot, and the rims are the natural land (THAW_RIM_H easing to
1268
+ * 3 at the Dreadwoods). Nothing here is built up above the ground: the
1269
+ * 2026-09-17 pass had the inlet at 8 and the rims at 10 on a snowfield of 3-4,
1270
+ * so the fall hung in the sky above the water feeding it and the bank paths
1271
+ * were a levee nobody could climb onto.
1272
+ */
1273
+ export declare const THAW_GORGE_CX: number;
1274
+ export declare const THAW_GORGE_MIN_X: number;
1275
+ export declare const THAW_GORGE_MAX_X: number;
1276
+ export declare const THAW_GORGE_MIN_Z = 0;
1277
+ /** Low river meets the battlefield lake's north bank. */
1278
+ export declare const THAW_GORGE_MAX_Z: number;
1279
+ export declare const THAW_BRIDGE_Z = 49;
1280
+ export declare const THAW_MID_BRIDGE_Z = 110;
1281
+ export declare const THAW_WOODS_BRIDGE_Z: number;
1282
+ export declare const THAW_BRIDGE_ZS: readonly [49, 110, number];
1283
+ export declare const THAW_BRIDGE_HALF_W = 1;
1284
+ /**
1285
+ * The river floor at the foot of the fall: eight below the sea, the height
1286
+ * the waterfall asset's sheet drops (FISHERY_FALL_HEIGHT). The only negative
1287
+ * terrain in the world; the renderer and the walk rules only ever compare
1288
+ * heights, so a cut below zero is just a deeper cut.
1289
+ */
1290
+ export declare const THAW_GORGE_FLOOR_H = -8;
1291
+ /** The inlet is the sea: same height as the north sea it comes in from. */
1292
+ export declare const THAW_FLOOD_H = 0;
1293
+ /** Rock rim and bank beside the inlet, above the water like any shore. */
1294
+ export declare const THAW_RIM_H = 4;
1295
+ /** Tiles beyond the rim over which the bank grades back to the natural land. */
1296
+ export declare const THAW_BANK_APRON = 12;
1297
+ export declare const THAW_FLOOD_WEST_X: number;
1298
+ export declare const THAW_FLOOD_EAST_X: number;
1299
+ /**
1300
+ * The one drop, north of the first east span. Sea to Dreadwoods: flood,
1301
+ * then this fall, then the bridges over the low water. Not at Rains' span
1302
+ * and not south of it.
1303
+ */
1304
+ export declare const THAW_FALLS_Z = 26;
1305
+ /** @deprecated Same tile as THAW_FALLS_Z; kept for older imports. */
1306
+ export declare const THAW_SIDE_FALLS_Z = 26;
1307
+ export declare const THAW_ARCH_X: number;
1308
+ export declare const THAW_ARCH_PILLAR_DZ = 2;
1309
+ export declare const THAW_MOUTH_STAND_X: number;
1310
+ export declare const THAW_MOUTH_STAND_Z = 6;
1311
+ export declare const THAW_FALLS_STAND_X: number;
1312
+ export declare const THAW_FALLS_STAND_Z = 26;
1313
+ export type ThawEastBridgeId = 1 | 2 | 3;
1314
+ export declare function thawEastBridgeIdAtZ(z: number): ThawEastBridgeId | null;
1315
+ export declare function inThawFlood(x: number, z: number): boolean;
1316
+ export declare function thawGorgeWestX(z: number): number;
1317
+ export declare function thawGorgeEastX(z: number): number;
1318
+ /** Walkable timber through the west gate, over the low lake-feed. */
1319
+ export declare function onThawWestGateDeck(x: number, z: number): boolean;
1320
+ export declare function onThawBridgeDeck(x: number, z: number): boolean;
1321
+ export declare function inThawGorgeCut(x: number, z: number): boolean;
1322
+ export declare function inThawEastBridgeGap(x: number, z: number): boolean;
1323
+ export declare function thawEastBridgeAt(x: number, z: number): ThawEastBridgeId | null;
1324
+ export declare function isThawEastBridgeStyle(style?: string): boolean;
1325
+ export declare function thawEastBridgeIdFromStyle(style?: string): ThawEastBridgeId | null;
1326
+ export declare function thawEastBridgeStyle(id: ThawEastBridgeId, kind: 'broken' | 'crossing', edge?: 'north' | 'south' | null): string;
1327
+ export declare function personalThawEastCrossingStyle(brokenStyle: string | undefined): string;
1328
+ export declare function thawEastCrossingExitX(id: ThawEastBridgeId, fromX: number): number;
1329
+ /**
1330
+ * Rim height beside the cut at row z: the inlet's rock rim north of the
1331
+ * fall, easing to the wall's height at the Dreadwoods. The bank paths, the
1332
+ * personal spans and the wreckage lift all read it, so a deck is level with
1333
+ * the ground either side of it. It tracks the natural land (1-6 here), and
1334
+ * the builder grades the bank out to it over THAW_BANK_APRON tiles.
1335
+ */
1336
+ export declare function thawRimHeightAt(z: number): number;
1337
+ /**
1338
+ * Water height in the cut at row z: the inlet at sea level down to the
1339
+ * fall, then THAW_GORGE_FLOOR_H at the fall's foot rising by one step every
1340
+ * eighty-odd rows to meet the lake at 0. A step that size between two water
1341
+ * tiles averages into a slope the eye cannot find; the river reads as one
1342
+ * level run under the spans.
1343
+ */
1344
+ export declare function thawRiverHeightAt(z: number): number;
1345
+ /**
1346
+ * The repaired span is a deck at rim height, high over the low water (the
1347
+ * 2026-09-17 first pass laid it at 1, on the river, so the crossing was a
1348
+ * plank raft at the bottom of an eight-deep cut).
1349
+ */
1350
+ export declare function thawEastPersonalDeckH(id: ThawEastBridgeId): number;
1351
+ /** How far a span's deck hangs above the water it crosses, in height units. */
1352
+ export declare function thawEastSpanClearance(id: ThawEastBridgeId): number;
1353
+ /** The fall pours over the whole width of the cut below the basin. */
1354
+ export declare const THAW_FALLS_HALF_W: number;
1355
+ export declare function inThawGorgeStone(x: number, z: number): boolean;
1356
+ export declare function inThawSnowApproach(x: number, z: number): boolean;
958
1357
  /** Half-width of the walkable bridge deck (tiles either side of bridge X). */
959
1358
  export declare const BATTLEFIELD_BRIDGE_HALF_W = 1;
960
1359
  /**
@@ -1082,6 +1481,25 @@ export declare const GOBLIN_FRONTIER_ROAD: readonly [{
1082
1481
  readonly x: 91;
1083
1482
  readonly z: number;
1084
1483
  }];
1484
+ /** The two occupied camp loops off the frontier road (built in goblinFrontier.ts). */
1485
+ export declare const GOBLIN_FRONTIER_CAMPS: readonly [{
1486
+ readonly x: 113;
1487
+ readonly z: 613;
1488
+ }, {
1489
+ readonly x: 68;
1490
+ readonly z: 571;
1491
+ }];
1492
+ /**
1493
+ * Where the frontier is held. Goblins spawn here the way they do at the
1494
+ * battle-line camps, and the goblin camp chest rotates through these sites
1495
+ * as well as those. A tower or a camp keeps a full band; a road gate has a
1496
+ * picket, so the road north is watched without becoming a wall.
1497
+ */
1498
+ export declare const GOBLIN_FRONTIER_SPAWNS: readonly {
1499
+ x: number;
1500
+ z: number;
1501
+ count: number;
1502
+ }[];
1085
1503
  /**
1086
1504
  * Cultivated cabbage plots on the soldier shore - between lake and camps.
1087
1505
  * Filled as neat soil rows (not sparse scatter).
@@ -1112,9 +1530,19 @@ export type WorldMapLandmark = {
1112
1530
  kind?: WorldMapLandmarkKind;
1113
1531
  labelSide?: WorldMapLabelSide;
1114
1532
  };
1115
- /** The mine's eastern Zone 2 location, shared by scenery, lighting, and the map. */
1533
+ /**
1534
+ * The mine's eastern Zone 2 location, shared by scenery, lighting, and the map.
1535
+ * The yard's half-extents live here too, so map.ts, the terrain tint and the
1536
+ * lighting rig all agree on where the yard ends: it used to be 11x8 with three
1537
+ * separate copies of the number, and is 19x14 since 2026-09-16 (the same six
1538
+ * seams, spread out, with room to walk between them). The centre moved seven
1539
+ * columns west with the width so the east rim still sits inside Zone 2.
1540
+ */
1541
+ export declare const MINE_YARD_RX = 19;
1542
+ export declare const MINE_YARD_RZ = 14;
1116
1543
  export declare const MINE_CENTER_X: number;
1117
1544
  export declare const MINE_CENTER_Z: number;
1545
+ /** The head frame stands two tiles inside the north rim, backed by the rock. */
1118
1546
  export declare const MINE_HEAD_Z: number;
1119
1547
  export declare function inMineYard(x: number, z: number, margin?: number): boolean;
1120
1548
  /**
@@ -1150,7 +1578,7 @@ export type MapArea = 'south' | 'east' | 'north' | 'west';
1150
1578
  * The corridor test is generous (lane + tree screens + arrival clearing + a
1151
1579
  * margin), so wildlife cannot spawn on the path a player walks up. The second
1152
1580
  * test claims everything north of the lake and east of the Dreadwoods, which is
1153
- * reachable only by the trail causeway or the Dreadwoods east gate.
1581
+ * reachable only by the trail and its bridge or the Dreadwoods east gate.
1154
1582
  */
1155
1583
  export declare function isEastArea(x: number, z: number): boolean;
1156
1584
  export declare function mapAreaAt(x: number, z: number): MapArea;
@@ -1163,9 +1591,10 @@ export declare const MINE_YARD_HEIGHT = 1;
1163
1591
  /**
1164
1592
  * Where each seam stands, as an offset from the mine centre.
1165
1593
  *
1166
- * Three copper and one tin. They sit against the worked face on the north and
1167
- * east rim rather than out in the yard, and no two are adjacent, so a pair of
1168
- * players can work neighbouring rocks without blocking each other's tile.
1594
+ * Three copper, one tin, two iron: the same six as before the yard grew, now
1595
+ * spread around the worked faces on the west, north and east rims with five
1596
+ * or more tiles between any two, so the yard is walked rather than stood in
1597
+ * and a pair of players never share a rock's tile.
1169
1598
  */
1170
1599
  export declare const MINE_SEAMS: ReadonlyArray<{
1171
1600
  dx: number;